These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Neverwinter Nights 2
Angst? What Angst?: Despite the discrimination Neeshka faces due to her tiefling nature, she's very upbeat and probably the most laid-back party member in the original campaign.
Cliché Storm: Let's start with the fact that it's a game where the main character grew up in a small town, which was attacked by the armies of a guy named The King of Shadows, so you can venture forth for the mystical Infinity+1 Sword, and work our way down.
Crazy Awesome: Khelgar considers using his weapons to be unfair. Ribsmasher! HA!
Male Knight Captain/Neeshka and Female Knight Captain/Bishop or Sand. Neeshka was an option but cut due to time; oddly, the leftovers have several flirtatious lines that, to some people, flow better than the sudden confessions of stalking and Jailbait Wait from the actual love interest. This hit such a level that one of the developers tried to defend the game's Official Couple, claiming that Neeshka was never intended to be anyone's love interest, and that the devs didn't understand nor appreciate the fans' fervor along such lines.
The male PC and Shandra Jerro, which may have been shaped to look like an Official Couplebefore Shandra's horrible death.
Iron Woobie: When asked about her past, Neeshka rattles off an incredibly depressing backstory. She doesn't care, though — she's just happy that someone's taking an interest.
Magnificent Bastard: Mephasm, who never overtly does anything evil by his own will in the story, yet nobody has the slightest doubt that he's as bad as they come.
Evil PCs are offered a chance to cross it at the end, slaughtering all your former party members before taking Garius' place at the head of the King of Shadows' army.
Ammon Jerro freely admits he's crossed it, and doesn't look back unless the player has high influence with him. He doesn't try to justify the morality of it, simply saying that he tried more polite options first to no gain, and that he'll accept the fate he's earned.
The various "I can't carry any more" soundbites get real old, real fast. Characters complain whenever they pass certain encumbrance thresholds, which are very low for most magic users — and unfortunately, magic users tend to be the ones who can identify magic items, which need to be in the identifier's inventory, and are often quite heavy.
"Sure, I can do that! ...All done!" is heard quite a bit in dungeons. Since interacting with the environment with a skill never takes more than a few seconds, and traps and treasure chests are often clustered together, the barks are played to annoyance.
"I THINK IT IS TIME YOU ALL MARCHED BEHIND ME, YOUR NEW GLORIOUS LEADER!"
Grobnar's battle cries. Tolerating his voice is hard enough when he's not squealing at you.
Narm: Half of the voiced villains and baddies are trying way to hard to sound evil.
Qara, for being a pyromaniac sorceress with an overinflated sense of importance and a tendency to destroy loot chests with her splash damage. Her rivalry with fan favorite Sand doesn't help matters, and the fact that she is sofrickinpety really annoys some players. During the below-mentioned Something Awful LP, the voters hated her as well, partially because they wanted to have high influence with Sand.
Grobnar, for being an annoying cloudcuckoolander. Many players would love to be able to have Qara set him on fire when he joins up. Although some of his dialog is admittedly pretty funny.
The final area, which apart from its general bugginess is also decidedly less fair than any previous dungeon
On the other hand, the huge coolness of controlling all of your companions in the final battle, minus a few dirty traitors who you get to beat the hell out of, and the extremely cool ending for the evil side do their best to make up for it.
On the other other hand, said battle is very clunky even by this game's standards.
The Orc Caves, have no part in the plot, really shows off the game's love of enemy spam over single challenging encounters and forces characters into your party for no reason (while he knows the location of your quest, there is no reason he can't just tell you) at all.
The entirety of Moira's quest in the Docks. You have to swim through hordes of rival thugs (that love to Back Stab you) to get to the guardposts of the city guard and try to get them on your side. And fight them when you fail (who invests into social skills so early in the game anyway?). After that, and a brief filler mission, you have to escort a wagon through a long street chock full of rival thugs (So much for Moira ruling over the docks) and heavily armored city guards, which will eagerly team up on you. After a forced ambush by the thugs (So Much for Stealth), you arrive on the warehouse only to find the City Guard waiting for you inside, complete with clerics that love to curse and lower your stats for the remainder of the scenario, as this last area has no exit.
Shandra stands out among a otherwise party otherwise exclusively made up of very unoriginal characters as a Deadpan Snarker (not unlike Jolee Bindo for that matter) and master of Who Writes This Crap?! and dies. The setting allows resurrection easily and unlike the other time an ally dies, you are easily of sufficient level and wealth to bring her back.
Possibly justified by the setting requirements for resurrection. In 3.5 D&D, nobody can be raised from the dead against their will, and Shandra was only ever a reluctant participant in the storyline. There's also a possibility someone was preventing her from coming back — Shandra's final acts did, after all, involve at least one bargain with a devil.
Ammon Jerro tells you Grobnar attempted to save a 12 foot Blade Golem by blocking a pillar with his frail gnome body at the end of the OC.
If Qara was on your side in the final battle of the original game, she gets her head crushed in by a rock whereas Sand transforms himself into an Iron Golem.
Complete Monster: Myrkul. He architected The Wall of the Faithless and was said to take pleasure in the agony the wall caused and he created a curse out of a person which have doomed countless people and beings to oblivion. Why? Partly revenge and to prolong his own existence, since Forgotten Realms deities can regain their consciousness even after death if they're remembered. As long the Spirit Eater exist, people will fear Myrkul.
The Wall of the Faithless: A massive structure composed of souls of Nay-Theists in the Forgotten Realms setting as punishment for not worshipping any deities. They’re slowly petrified out of existence in a very painful and horrifying manner. This doubles with Fridge Horror, because when you finally see it, it’s very tall and thick and it surrounds an entire planar metropolis. It’s only been around for a few centuries and it only counts for Nay-Theists in Abeir Toril. A world where the gods existence is obvious. Who is everyone on the wall?
During your dreamscape encounter with the wall, you'll even meet Bishop who's trapped in the wall. And during your conversation the wall starts growing and you'll hear several souls screaming in unison. You can even hear kids scream! That's right, even kids aren't safe from the wall!
The Spirit Eater curse: A Body Surfing abomination that force the host to devour souls, erasing them from existence. If the victim doesn’t get sustenance, he/she will go mad and eventually die and the Spirit Eater will jump to the closest victim. Oh yeah, and their souls are transported to the aforementioned wall once they’re cursed.
The Spirit Eater was originally a man, turned into an entity of pure hunger as punishment for rebelling against his god.
That... thing... in the water outside the Sleeping Coven. You can see several huge tentacles all over the lake and each is marked as Impossible Difficulty. Fortunately if won’t do anything with you, but, what exactly is that thing?
Gulk'aush’s ravings inside the Sleeping Coven. It can surprise you the first time and you’ll have no idea at first who it is and they’re not pleasant to listen to.
The conversation with Myrkul on the Astral Plane where he’s Mind Screwing you and the music doesn’t help much.
His backstory and involvement to the plot is downright terrifying. It’s unnerving how evil someone can be, and you can potentially be just as bad at the end.
Surprisingly Improved Sequel: The original campaign is a fun, Slayers-esque romp through the Sword Coast, but its heavy reliance on cliche (intentional or not) rubbed a lot of people the wrong way and led to divided opinions (to say nothing of the bugs. MotB, on the other hand, is regarded by many players as the best D&D-styled CRPG since Planescape: Torment.
Storm of Zehir
Crazy Awesome: Ribsmasher is back, and continues to practice his ribsmashing-focused fighting style.
Fanon Discontinuity: A mild case, but people who spared Okku, romanced a companion, or got the Bind/Devour endings choose to disregard the presence of One-of-Many and Khelgar's claim that the Knight-Captain returned to Crossroad Keep.